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MsSmart

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Everything posted by MsSmart

  1. Hugs: I can't make statements on how it is on other servers than Everlasting, so my suggestion may not be as applicable to them. In Everlasting, during the week, there are 3 Hami raids at 7/9/midnight EST, each followed by an MSR. Please note for folks living in the US Eastern, central, mountain and pacific time zones, this is what one would consider prime time. The difficulty, I am experiencing is trying to form or participate in a TINPEX (Tin Mage/APEX) during the MSR, where in fact both activities are interfering with each other in a zone where MSR will eventually take it over, and thus you will end up having an RWZ-1 and RWZ-2. While this is a natural occurrence, it could be mitigated by simply moving APEX and Tin Mage to another zone or zones. As is RWZ has Lady Grey TF, which also has to contend with the MSR. I would suggest, as the title of this suggestion indicates, to move Apex and Tin Mage to Peregrine Island who does not have any TFs in that zone. I would place them by the Portal corporation buildings, since the missions for both are primal earth missions anyways, so having them based at the Portal Corps locations and using the portals for the missions would be logical. Since Tina Macintyre is located near the North Portal Corp building entrance, I would place Apex on the West side building entrance, and Tin Mage by the east building entrance. The missions themselves given by Apex and Tin Mage would be restricted inside the buildings they are next to. This way useless, time sink, travel is minimized. By moving these out of the RWZ, it removes the MSR - TINPEX conflict, which would be greatly appreciated. I thought, potentially moving Apex to Kings Row, where the missions are located at, but having APEX in KR and Mage in PI could kill the normal TINPEX who are now essentially co-located. Any thoughts? Sue Ps: Congratulations Homecoming for the license with NCSOFT
  2. Hugs: If you look at the Winter IO sets, you will note that the follow a sequence like this, loosely: 2 sets: Usually a regen or recovery 3 sets: Usually a damage type resistance or health increase or debuff protection (usually slow only) 4 sets Accuracy Increase or Damage Increase 5 sets Recharge Time or damage resistance or defense type increase 6 sets Defense positional or Psionic/Toxic def/Resis The winter sets, truly benefits Tank/Brute builds since resistance to damage is their core need and comes early in the set acquisition process, and then some brute/scrapper that are resistance based over defense based. I suggest for a "Summer" IO set to be somewhat reversed to be support type friendly: 2 sets to be regen or recovery 3 sets to be positional or type defense 4 setsAccuracy or damage 5 sets Recharge Time or positional/type defense or debuff protection (but ensure that it now covers endurance, defense, resistance, and speed) 6 sets Damage resistance The summer sets would also be invaluable to scrapper/stalker/brutes immensely since some are defense based for their survival, and their benefits would come early in the IO set process Any suggestions or ideas? Sue
  3. I can't agree more with post... I feel my animation is so so long, that often another player arrives after I started posing, and kills the mob before my graphics finishes the clowning, which evidently annoying. Then when it goes to DPS, the kinetics does no more damage than other power sets which actually gets the job done without so much posing/winding, and more annoying when the not so random number generator rewards all that time clowning with a 95+% roll Sue
  4. I learned if you make your alt a huge person, when made mini it drops proportionately, too bad there is no girl huge choice... Sue
  5. Hugs I know it's supposed to be 5 minutes in between swapping of incarnates, as long as you are not in combat. But somehow, it feels way longer than 5 min, but I am sure its an illusion. It would be helpful, if a timer is placed to tell me how long to wait as it is done with costume swapping? Thank you Sue
  6. Hugs thank you for the advise, you all are very sweet Sue
  7. I thought there was something in game as mob "morale", that is when they get beat up, scared, they run away. I thought the minions would have lower morale and thus run away much easier in the absence of a superior than their superiors. But as you went up in ranks, their morale instead of being higher seems to be the reverse in practice. So as I did an ITF, and being a Roman history buff, I found so out of character that the Cimeroran traitor bosses, to just run as soon as they get hit; that is so totally uncharacteristic of the ancient roman army. In Greek lore Minotaurs and Cyclops were ill tempered beasts, and totally blood thirsty, so why are they running away all the time? Same goes when I fight any group in the game, the minions are much much more braver and the higher the rank the more chicken they are, I think the game is executing morale backwards, can it get fixed? Hugs Sue
  8. Allow me to clarify I am reluctant ok, with once you attack you are rooted and stuck, stuck, stuck, stuck, let me count four times, let see I prime the attack; then I do all the clown posing for the attack to go off; then as I retard I have to stand still to see my attack fly across the distance and strike the mob; then I have to also stay still to see the creature dodge it or does some dramatic move to indicate it was struck; and finally and only then an after all that, I can finally do anything. But my second attack, can't happen because of attack recharge, so I have enough time to move a bit and then as my enemies chase me, I of course must stop execute the attack that now can be done, since it recharged, and thus I stop and turn; do the pre attack pose, do the attack clowning, see the attack go off, and see what happens but usually by that time the mob caught up with me and killed me. What I want, is once I start moving, it cancels the attack that is essentially queued until it recharges. Hugs Sue Anyone can explain to me, why the rooting is so mandatory? seems to me if I want to run and shoot as I can do in real life, just hit me with a 25% accuracy penalty and let us have a dynamic game as opposed to mail in turn base game play?
  9. Can we add a portable vendor, in the same fashion as a portable workbench? The duo would be fantastic to have for crafting or simply emptying your trash loot Hugs Sue
  10. Not base leader in Chaos United, nor I have base edit permission Sue
  11. The issue is that only my main can be in Chaos United (Everlasting) and it would be truly unpractical to store my stuff there, my 52 other alts have a common base where they share all their goodies. What I am looking for is for a way for all 53 to be in Chaos United and still have an independent salvage repository Sue
  12. There are times, when discretion is the better part of valor... I find myself at times fiercely fighting a mob, and I noticed they are owning me, and so I decide, while I have hit points, time to run. Unfortunately, since my system or server lags, I may have double clicked an attack, and so it goes off, I began to run, then go to a full stop and shoot again, which is exactly what I do not want done. Is it possible to let movement interrupt attack "chains" as it does trying to pop inspirations for example? This is not a request to interrupt the nefarious "rooting" associated when attacking, only that once I start moving, do not root me again to do an attack that is undesirable. Thank you Ps: Talking abut rooting, is there a way to reduce how long you are rooted? I understand the root prior to shoot, the rooting as you "pose-graphic" your shot, but why remain rooted once the shot left, why I do I have to be rooted to see if the shot hit, and still remain rooted to see the mob I hit do its dramatic posing after being struck? This could be alleviated some, is there a software issue for this? Sue
  13. Mmm... How about treat the Ghost ship as a GM, and as you attack it, it defends itself by sending ghosts at you with the ghosts being at your level and no more tougher than minion. The number of ghosts does not exceed 3 per player attacking it, also the ship can fire its Ghostly Cannons (negative energy) and do GM like damage accordingly. When you finally defeat teh Ghost ship you get merit rewards for it. Sue
  14. Hi: I tend to use my power trays extensively and consistently wind-up using 8 of them, if you use the triangle (^) symbol, it adds another row of 10 powers immediately over the first one, and if you press it second time, you get a third row, but can't go beyond 3. To get more rows, you click on the + symbol and can go all the way to 9 rows. The +6 rows acquired by the + symbol, are quite flexible, because you can place any of those single rows anywhere in your GUI be horizontally, or vertically and even is an "L" shaped manner. The problem with these bars is that they are larger, use a larger font, I think, and when you enter some maps. What I am asking for an upgrade is one of choice, let me use the ^ symbol to go all the way up to 9, or any variation of rows between the ^ and + may provide. Hugs Sue
  15. Can you make a personal base, that is account locked, thus alts can be members of an SG with use of their base, but still have a way to have their own base to essentially store stuff. The issue is while belonging to an SG and have use of the base, is the greatly limited storage space available to you, especially in very large SG groups. So any alt can be a member of an SG with base access rights, but still have their own home to put stuff at. Think of Batman, he has full access to the Justice League base, but still retains his Bat Cave. Notice an account locked base, only your alts in your account can use it, and as you create new alts, they automatically have access to the base. Perhaps though an account locked base, storage would allow you to store in there account locked items such as EMPs, hero merits, which are mailable to yourself. Hugs Sue
  16. Hi: I have noticed that when I play some of my sentinel, stalkers, and brutes that I tend to be some what less capable or survivable in some builds than others, and took a good look at those builds though MIDs to try to understand the problem. What I noticed is that there are 2 basic forms of defense, these being: Positional or Type Positional (Melee, Range, AOE) that are gained though particular secondaries power sets, are fine across the board of attacks. The problem is with the "type" defense, (Smash/lethal, Fire/Cold, Energy/Negative, and Psionic/Toxic) that are gained through a particular set of secondary power sets. The observation is these power sets gives lip service or all together ignores Psionic and Toxic type attacks, and since they do not get much for positional defenses; these classes have a tremendous protective gap. Small wonder when doing Positron folks get creamed by the toxic vomit, since they have virtually no defense to help avoid the attack, same goes with Rickti Psi Attacks, and the Hydra Toxic attacks which is greatly employed in APEX (sewers) and the cause of many players' alts demise. So my suggestion or request is to add Psionic and Toxic defense type attacks to the standard defenses of the secondary defensive power sets, to give a sense of balance to these builds. Please note, that some sets do provide toxic defense, but the amount of protection is virtually half of the protection garnered from other defensive powers within the set. Perhaps in the sets that gives Fire/Cold could also provide Toxic in the same magnitude; and the sets that provides Energy/Negative also provide Psionic in the same magnitude. At the end, they will still be handicapped because there are too few IO Sets that gives you any defense against Toxic and Psionic; but at least the gap is not as brutal. It also would be polite, to make sure all attacks are paired with positional and type attacks, there are several attacks particularly toxic and psionic that does not have related positional attributes, which in theory they should. Not sure what the justification was, if any, for this omission; which leaves positional defensive types wide open to these forms of attacks. Perhaps some of the much more experienced players, could advise me on how to make my builds less susceptible to this odd mechanic? Any constructive and practical advise is greatly appreciated. Thank you Sue
  17. Thank you for your very informative post, I went to Mids and tried the View Active Set button, and I learned something new about the rule of 5. I had always believe you could had more than 5 same size buffs, as long as they were not more than 5 of the same IO type, for example 2 Luck of the Gamblers gives 10%, so does 2 x Shield Walls, in my build I had 5 LOTG and 2 SW sets, and thought the rule of 5 was not broken by this arrangement, turns out the limit is on the bonus size, it seems thus I had 7 x 10% regen bonuses... Once more thank you so much Sue
  18. Hi: When I try to get an understanding of what IOs, IO sets, and powers contribution to my positional or type defenses, I simply click on the powers tab, followed by Combat Attributes tab, and then defense tab accordingly. The game then shows me the various positional and type defenses and how the used values were arrived at. This is a very useful feature in the game, but could be made more clearer. If you look at the composition it tells you specifically which IOs contributed to the value such as Steadfast Defense for 3%, it also tells you the powers contribution such as Weave for "x" percent, and then it becomes blurry. It tells me I got Ultimate/Large/Small increases instead of telling which set provided the benefit. The suggestion, a pure Quality of Life, is to instead of using the blurry nouns to actually list the IO set such as Gaussian's Synchronized Fire Control - 2.5% This way, I can better understand the relationship that IO sets has in the game, and be able to figure the Mids' source of the error after I make a build in Mids and my defense totals does not match in the actual game. Having this information, allows me to submit precise bug errors to the mid designers and assist in my humble way for a way to make this awesome tool even better. Hugs Sue
  19. I disapprove of auto-hit attacks or powers all together, for they affect character classes disproportionately. Most support types, and scrappers for example depend on high defenses, while brutes and tankers does not, so the auto hit is a very discriminating form of challenge and thus wrong. In the same vein, I disapproved with the auto kill powers as well. Its even worse when the auto hit is also auto kill such as Battle Maiden blue energy field that is spammed a bit too much. Hugs Sue
  20. Brawl, Boxing and Kick are pointless to use in an attack, their best use is as enhancement IO mules. Really wish they did real damage. Sue
  21. I like this suggestion, but only from a symmetry perspective... Some defensive sets have KB others don't, like say a fire tank who lacks them, a Stalker with Ninjutsu has no KB in their status protection set for example, I would support to see a more consistent approach to KB resistance. Also I believe some defensive sets have greater KB protections than others (when they have it all), should also be addressed. Only a suggestion, though, no big deal. There are work arounds, that sadly ties up an enhancement slot that other builds do not have to waste it on. Hugs, Sue
  22. Thank you, I do not farm...its kinda boring for me and I am not good at it wither, lol
  23. Hi: I enjoy putting PI +4/8 Council Mission groups together and have fun devasting them with other players, in an effort to help lowbies and folks trying to unlock incarnate slots gain levels towards their progression. The only wrinkle in the fun, are getting the council missions from the detective and the forced go talk in person with the detective (why a phone call will not do, beats me). As a result, I created an AE mission under @Sue "One for the council, all for the council" to address the wrinkle discussed above. I use an outdoor map, and call for the council enemy group to populate the map. I did not made any special mobs, just used the council mobs as they are. The AE mission, in to itself, works very well, but noted that the exp awarded is 50% of what you would have gotten in the "real world", is there something I need to do, to fix this issue? Any advice is greatly appreciated! Hugs Sue
  24. All All of us, at one time have issues storing stuff in our personal super group base, when so many of our alts are in different super groups, and thus passing materials in large volumes would be highly impractical between alts in different SGs, and mailing dozens of materials one at a time by email is at best tedious and very boring. So it occurs to me, could it be possible for AH to be kept up at the account level rather than the alt level? This would ease the moving of stuff across characters incredibly more practical, and other alts could buy stuff for the intended to use alt as well. But not being a programmer, how difficult would be to do this? Any ideas or suggestions? Sue
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